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Delta Force: Blackhawk down Multiplayer Team Strategy FAQ
Version 1.0
By J Unit (MAJ Sinow-gold on BHD)
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Table of Contents
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I.Introduction
II.The classes
III.Equipment/Special controls
IV.The weapons
V.Grenades/throwing
VI.Vehicle coverage
VII.Game & Map types/good loadouts
VIII.Talking with your team
IX.Advanced Strategies
X.Fleets
XI.Future updates
XII.Version Information
XIII.Contact
XIV.Legal information
XV.Credits
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I.Introduction
--------------
This FAQ is meant primarily for Online Multiplayer team games for version
1.3.0.37 only. This FAQ will provide a coverage of all weapons, vehicles, how
to play the different types of multiplayer maps, cooperating team fleets and
more. It will also include some diagrams for a few strategies. This FAQ is
intended generally to squad/team players who are willing to help and motivate
their team to victory. This is a good FAQ when you need reference to, but not
to memorize everything exactly.
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II.The classes
--------------
There are four classes to choose from when playing online: snipers, cqb's,
gunners and medics. Each class has a special characteristic that makes them
each unique. Here they are...
~Snipers~
Snipers specialize in engaging targets at great distances. They're very
reliable when providing cover fire against enemies pinning down your teammates
on a PSP or regular Spawnpoint. Snipers are divided into 2 groups: short range
snipers who clear the path for their teammates, and long range snipers who tend
to anti-snipe or snipe only stationary targets.
Elevation settings-The Elevation setting is one of the 2 of ways of sniping
that wasn't commonly used in the previous versions of Delta Force: Blackhawk
down. In this version, you are restricted from using the auto-elevation setting
in many, if not all novalogic games. When you are in scoped mode, you will see
your distance to your target, elevation setting (in meters) and your scope's
magnification. If your elevation setting and distance to target are the same,
your bullet will hit exactly where you aim. If not, then you will shoot higher
or lower. To adjust the elevation settings, use the " key to increase and
SHIFT+ " to decrease.
~Close Quarters Battle (CQB's)~
Close quarters battle or CQB are people who specialize in close combat
situations. If a CQB has just respawned and is within knife range of an enemy,
then they can quickly take them out as their speed and reach with a knife is a
deadly combination. If you choose to be a CQB, then you have to be the one who
is able to rush into the field of battle to defend or attack.A CQB with good
accuracy can sometimes even kill a distant sniper if they can track them.
They're generally going to be the one's who capture flags, destroy targets in
S&D maps, set claymores to defend PSP's and other various things. They also
have the most grenades out of all the classes so learn how to use them well.
~Machine Gunners~
Machine gunners are the slowest runners but have the most health and strength
to compensate for that. These are the people who will lead their team in
assaults, paving the way for flag runners and getting their teammates out of
tight situations. In the Multiplayer world, most gunners are either offensive
or defensive gunners.
Offensive gunners often will have the most kills and sometimes deaths as
they tend to be "trigger happy" in killing their opponents. Most will just go
for the kills and allow the rest of the team to accomplish the tasks.(get
flags, gain time in the zone, destroy enemy crates etc. Offensive gunners will
often take the humvee's to launch assaults but may rely on side and rear cover
from their teammates as those are their blind sides.
Defensive gunners are the "shy" type gunners. They won't get too close to
the action and provide cover for their teammates. But just because they're
defensive-like doesn't mean they won't take you out in a heartbeat. Since
they're going to be around other teammates, it only means that they can be more
deadly.
~Medics~
Medics are the weakest having the lowest amount of health but have probably
the most unique ability of the four classes. They have the ability to revive
fallen teammates to fighting form or heal them if they have been wounded. When
a player is shot down, a medic will see their teammate's name in gray along
with a timer. (If there is no timer then he cannot be revived) They equip their
medic pack by pressing the 9 key, stand over their fallen teammate, and press
fire to administer the pack to them.
Medics are the fastest player on the team when holding a medipack or knife in
hand.(When using gun, equal to CQB holding knife) It's usually best for them to
run for PSP's and flags.
===============================================================================
III.Equipment/Simple Controls
-----------------------------
~The radar~
The radar tells more than who's on your team and the waypoints. It tells you
your x,y position on the map, the direction of shots, flags, targets, humvees
and other things like buildings or large objects. Understanding what you see
can lead you to the fastest and safest routes.
~AN/PVS 7B Nightvision googles~
I hardly use it myself but it can help you to see through low-light or
complete dark situations. This is best when you're looking for slight movements
when shooting far distances. The nightvision goggles can also help you see
a little bit better through thick smoke by reducing a lot of lag and detecting
solid-like objects more. To activate NVG's, press the N key.
~Binoculars~
Binoculars allow you to get a magnified view of the field and give a wider
view than weapon scopes. Although you can't target enemies while using
binoculars, you can still get a general area of where they and plot a way of
killing them while you're at it. To activate Binoculars, press the B key.
~Swimming~
Not that many maps include lakes deep enough for you to swim in, but when
there is one you can use it to your advantage. When in the water, you're
protected from all gunfire from people on shore. If you want to kill someone
else who is underwater, it's best to throw a grenade at them as that is the
easiest way of killing someone underwater. You also have the option of
knifing them, but proves difficult when trying to chase down an enemy. But
most important of all, don't forget to come up for a breath.
~Crouching/Peek corners/Rolling~
Crouching is a very good evasive maneuver and can be quite stealthy as most
objects lower than your head are able to cover you when crouching. An easy
method of shooting your target without get shot:
1)Take a quick look at where your enemies are then quickly go into crouch.
2)Wait for the shooting to go down a little, then quickly stand back up and
shoot only for about a second or two.
3)When you crouch back down, reload your gun, and repeat.
Peeking around corners is also a good way of shooting your target while
maintaining cover. Make sure that you peek around your corner just enough so
that your whole body isn't exposed though
Rolling is also a quick way to get a shot off without being too exposed.
It looks more flashy than it does effective, but it does indeed work. To
roll, you must first be lying prone and use the key you use for leaning
left/right. The best way of rolling quickly and not getting shot is to
quickly roll, fire a short burst killing or hurting no more than 2 enemies
then roll back. Since your enemy is expecting you to be standing (unless he/
she saw you lying down already) killing them before they can even get a good
lock on you works quite well. Not using any 3 of these methods can make
playing a bit or a lot more difficult.
~Jumping/Climbing ladders~
In Delta Force: Blackhawk down, there are many special areas that you can
get to by either jumping or climbing ladders. Keep a look-out for stacked
crates, wooden barrels, wooden boards across archways or anything that looks
as if you can get there. You can also use the jump feature when trying to get
on Humvees, trucks, jeeps or to just get over an obstacle. Keep in mind,
however, that you cannot shoot while jumping. To jump, press the spacebar
while standing/moving.
Climbing ladders are pretty much the same concept for jumping, except they
will stand out more. There are also some special pipes you can climb on to get
to higher places. While you can shoot while climbing, you can only turn your
whole body about 110 degrees or -110 degrees leaving no protection at back. To
climb up, aim up the latter and hold forward. To climb down, just do the
opposite but while still holding forward.
===============================================================================
IV.The weapons
--------------
I'm not going to give a description for each of the weapons, as that is not
what this guide is for. I'll just give you a recommendation for what you should
use for each class with a *.
ASSAULT RIFLES
--------------
--CAR-15 Colt 5.56mm AR--
Ammo type: 5.56mm
Rounds per clip: 30
Rounds Carried: 300
Muzzle Velocity: 990 m/s
Rate of fire: 11.6 rps
Scope: 2x low-power scope/iron sights (use 2x scope)
Classes: Gunner, *Medic, *CQB (With m203 attachment)
--M16A2 Colt 5.56mm AR--
Ammo type: 5.56mm
Rounds per clip: 30
Rounds carried: 300
Muzzle Velocity: 990 m/s
Rate of fire: 11.6 rps
Scope: Iron sights (2x view)
Classes: Gunner, *Medic, *CQB (With m203 attachment)
--M203 Grenade Launcher--
Grenade type: 40mm (low velocity)
Rate of fire: Around .3 rps
Scope: Iron sights+flip-up grenade elevation scope
Classes: Gunner, *CQB
SNIPER RIFLES
-------------
--M21 7.62mm--
Ammo type: 7.62mm x 51mm
Rounds per clip: 20
Rounds carried: 200
Muzzle Velocity: 777 m/s
Rate of fire: 2 rps
Scope: 8x max
Classes: *Sniper
--M24 SWS 7.62mm--
Ammo type: 7.62 x 51mm
Rounds per clip: 6
Rounds carried: 180
Muzzle Velocity: 792 m/s
Rate of fire: .6 rps
Scope: 14x max
Classes: *Sniper
--MCRT .300 Tactical--
Ammo type: .300 magnum
Rounds per clip: 4
Rounds carried: 180
Muzzle Velocity: 911 m/s
Rate of fire: .6 rps
Scope: 18x max
Classes: *Sniper
--Barrett light M82A1 .50 Caliber--
Ammo type: .50 BMG
Rounds per clip: 10
Rounds carried: 100
Muzzle Velocity: 853 m/s
Rate of fire: 1 rps
Scope: 10x max
Classes: *Sniper
MACHINE GUNS/SUB-MACHINE GUNS
-----------------------------
--M249 SAW 5.56mm MG--
Ammo type: 5.56mm
Rounds per clip: 200
Rounds carried: 600
Muzzle Velocity: 990 m/s
Rate of fire: 10 rps
Scope: Iron sights (unavailable)
Classes: *Gunner
--M60E3 7.62 GPMG--
Ammo type: 7.62mm
Rounds per clip: 200
Rounds carried: 600
Muzzle Velocity: 915 m/s
Rate of fire: 8.33 rps
Scope: none
Classes: *Gunner
--M240B--
Ammo type: 7.62mm
Rounds per clip: 200
Rounds carried: 600
Muzzle Velocity: 853 m/s
Rate of fire: 12.5 rps
Scope: Iron sights (unavailable)
Classes: *Gunner
--MP5A3 Heckler & Koch 9mm SMG--
Ammo type: 9mm
Rounds per clip: 30
Rounds carried: 300
Muzzle Velocity: 285 m/s
Rate of fire: 13 rps
Scope: Iron sights (2x view)
Classes: *CQB
SECONDARY WEAPONS
-----------------
--Remmington 780 Shotgun--
Ammo type: 00 Buck
Rounds per Clip: 7
Rounds Carried: 14
Muzzle Velocity: 388 m/s
Rate of fire: 2 rps
Scope: none
Classes: *CQB, Gunner
--Colt M1911A1 .45--
Ammo type: .45 automatic
Rounds per clip: 7
Rounds carried: 28
Muzzle Velocity: 253 m/s
Rate of fire: 4 rps
Scope: none
Classes: *Medic, *Sniper, CQB, Gunner
--M9 Beretta 9mm--
Ammo type: 9mm
Rounds per clip: 15
Rounds carried: 30
Muzzle Velocity: 341 m/s
Rate of fire: 4 rps
Scope: none
Classes: Medic, *Sniper, CQB, *Gunner
OTHERS
------
--AT-4--
Ammo type: 84mm
Rounds carried: 1
Scope: flip-up sights
Classes: *Gunner
--Satchel Charges--
Charges Carried: 2
Blast radius: 10m
Classes: *CQB
--Claymores--
Explosives carried: 2
Blast radius: 1 enemy, 90 degrees in front
Classes: Sniper, *CQB
STATIONARY WEAPONS
------------------
--M2 .50 Caliber Machine Gun--
Ammo type: .50 caliber
Rate of fire: 9.1 rps
--M134 7.62mm Minigun--
Ammo type: 7.62mm
Rate of fire: 33.3 rps (2,000 rpm)
--MK19 40mm Machine Gun--
Ammo type: 40mm (low velocity)
Rate of fire: 5.8 rps
===============================================================================
V.Grenades and throwing them
-----------------------------
--M67 Fragmentation Grenade--
Body: Steel
Filler: 6.5 ounces (comp b charge)
Fuze: M213
Weight: 14.0 ounces
Length: 3.53 in.
Blast radius: 15m
--XM84 Stun Grenade--
Body: Metal (alloy unknown)
Filler: Pyrotechnic metal-oxidant mix of Magnesium & Ammonium
Fuze: M201A1
Weight: 13.2 ounces
Length: 5.25 in.
Blast radius: 15m-25m max. casualties
--AN-M8 HC Smoke Grenade--
Body: Sheet Steel cylinder
Filler: 19 ounces of Type C, HC smoke mixture
Fuze: M201A1
Weight: 24 ounces
Length: 5.7 in.
Blast radius: Varies (Depending on wind conditions)
~Throwing the Grenades~
When throwing grenades, there are 2 ways of throwing them. You can either
left click (or fire button) and throw full power, or right click and use the
power bar to throw a certain amount.
When throwing the M67 Frag grenade, it tends to bounce no more than twice
then in will just go to the ground. People usually tend to throw this grenade
full power because they're usually distant between them and their opponent.
There are a few strategies that I’ve found very effective that most people
don't seem to use often. I'll list them here:
-Use the power bar at about 20% to lob over head-high walls/structures
-When trying to get a psp and want to take a suicide run into a room, (suicide
run if you have spawnshield) run up to the psp, touch it, throw a grenade as
little as possible with power bar, then get out of the room. Even if they do
manage to touch the PSP, the grenade will kill them and your team can rush into
the room unencountered for the PSP.
-Use them to clear claymores and possible enemies if you get to a room that your
opponents have that your team needs.
-Use them after a flash bang or in dark situations as to kill your opponent with
out them knowing how. (they'll know when they're dead)
-Use grenades to detonate multiple satchel charges if the people who placed them
are waiting to respawn and time is running low.
-If your team is rushing and you're at the back of the pack, grenade in front to
pave the way for them.
-Time it and throw down a grenade directly in front of a manned humvee so it
detonates when they drive over it.
When throwing the stun grenade, it seems that it you have less power in throw-
ing it and it doesn't really bounce so you'll have to throw it at solid objects.
Throwing stun grenades are good when you and your team are trying to "capture"
a room full of people. It's usually best that you throw down about 2-3
consecutively as it will blind them multiple times allowing your team to rush in
as opposed to only 1. What's good about the flashbang is that it can sometimes
even get people hiding around corners trying to avoid the blast. And as I said
before, it's also good to follow up with a frag to clear the room immediately.
People say that throwing the smoke grenade is for noobs or rookies, but it's
actually not. They only say that because most of them get a lot of lag from the
smoke grenades, making it harder to play. But besides that it works very well in
multiple situations like:
-In Capture the flag when you need a flag and need cover from a sniper down the
lane, drop about 2-3 (depending on the width of the lane) by using the power
bar. If you're standing right next to the lane but out of fire, drop one using
about 30%-40% and the next ones 65%+.
-This is quite tricky, but you can put them on the front engine of humvees and
near the propeller of blackhawks. To put it on a humvee, stand on top of it
facing toward the upper left or right corner of the engine. Then drop a smoke
using the power bar as little as possible. This is a good way to get a "moving
smoke screen."
-Use them if you're defending a compound and need cover from heavy fire, but
make sure that you're providing cover for your team and not theirs.
-There's a hill your team has to climb at your SP in which snipers can easily
take your guys out. Give a good smoke screen at the top and lower sides if
possible.
===============================================================================
VI.The Vehicles
---------------
This section will cover the characteristics of each of the main Multiplayer
vehicles. I'll give a brief description on how you can use each of the vehicles
and some things you can also try when using them.
--HMMWV "Humvee"--
1. Geared hubs raise axle for higher clearance
2. Additional armor to counter 7.62mm ammunition
3. Gunner access hatch
4. M2 .50 caliber machine gun or MK19 40mm grenade launcher
5. Run flat tires
6. V8, 6.5L, 160hp 290 lb.-ft torque, diesel fuel injection engine
~The most common of all vehicles seen on Novaworld, this vehicle is the best
for leading assaults or blasting through a group of enemies. If there are 2
Humvee's together (this occurs very often) and their sides are covered by their
teammates, then you're going to give the other team a very hard time. Since
they're going to be attracted by the 2 deadly .50 calibers, then the guys on
the side can easily take out unsuspecting shooters.
~If you have to take out a guy in a Humvee, your best bet is to explode him
out of it. You can use hand grenades, grenade launchers, or at-4's; any one of
these is good. You can also fight "fire with fire" by firing back with another
50 caliber, but you won't have nearly as much protection.
~Also, they say that there is the MK19 Humvee, but I haven't seen it. Even when
you try to add it in with the mission editor tool, it still doesn't have the
weapon attached. I guess it would just be too powerful to mount a grenade
launcher on a Humvee. If you happen to come across one though, i strongly
suggest that you take it as you may never see another again. (They don't have
it in single player either.)
--AH-6/MH-6 "Littlebird"--
1. Single 252 shaft horsepower Allison 250 C20 Gas turbine engine
2. 70mm folding fin unguided rockets
3. Two M134 7.62mm Pod mounted Miniguns
4. MH Variant Carries Six soldiers instead of weapon pods
5. Control panels modified for night flying
6. AAQ-16 forward looking infrared radar
7. Seating for two pilots
~The least common vehicle ever seen on Novaworld. This vehicle pretty much
just gives you a fast way of getting around, and yet it will still move
relatively slow. Even in games where you can use this vehicle, it is Highly
recommended that you don't. While sitting on a little bird, there are no
mounted .50 cal's or miniguns, so you'd have to use a heavy machine gun. Even
then your accuracy is reduced by more than 50%, even with car-15's and m16's.
So if you do happen to come across a littlebird one day, just say "no" and
take something that's worth taking like a blackhawk.
--MH-60 "Blackhawk"--
1. Dual, 2600 shaft horsepower, General Electric Turboshaft Engines
2. AAQ-16 forward looking infrared radar
3. Accommodates 2 pilots, 1 crew chief, 11 combat ready soldiers
4. Two M134 7.62mm Door mounted Electric Miniguns
~The second most common vehicle seen on Novaworld, the Blackhawk can probably
hold at most maybe 8 soldiers, but 2 would be the best limit. It's best to
use the Blackhawk when your team is winning and pinning down the other team.
But most often you'll still be rocket launched out of it...eventually.
~There are a few tricks you can try while taking a blackhawk. Here's a few
that I’ve done quite easily:
1. Stand inside the blackhawk and get out just as it's taking off. Since only
snipers can really see inside the blackhawk, the other team's attention will
be centered only on a diversion. They'll probably keep at-4'ing it expecting
a kill but only to find out it's empty.
2. Very commonly used, you can drop onto certain buildings and remain alive.
It's quite hard at first but with practice you can get it done.
3. If the blackhawk is closer to the other team's sp, or is being used by
them very frequently, try to get close enough and set a satchel charge inside
the cockpit where the pilot sits. As soon as you see it take to the air, well,
you do the rest. :)
~Taking out a guy in the blackhawk is pretty much impossible if you are a medic
or sniper, or if you just don't have a weapon that fires explosives. I've
only been able to snipe out a guy once but that was because i shot between
the door and hit him in the back. (He was on the other side so i had a clear
shot.) If you're really experienced with throwing grenades using the power
bar, you can adjust it so it land just perfectly on the floor of the black-
hawk. And oh yeah, the .50 cal works kinda well against them, but mostly just
the stationary ones.
===============================================================================
VII.Game & Map types/Good loadouts
----------------------------------
The Multiplayer games on Novaworld are divided into sections:
Flag games= Capture the flag & Flagball
Deathmatch games= Deathmatch & Team Deathmatch
Base war games= Search and destroy & Attack and Defend
King of the hill= King of the hill & Team King of the hill
Each game type requires a different type of loadout depending on the terrain.
The most common-like terrains are Urban; a city like infrastructure with many
places to hide, mountainous; generally open fields and engagement generally at
all times, and "close combat" levels where teams try to occupy a specific
small area like a building but there are many other paths and routes. Here’s
just a brief description on each of the game types and commonly used
loadouts. (in fraction)
Capture the flag: The object of the game is to capture as many (or all) of the
other team's flags before the timer runs out. At the same time your team has
to defend the other team from your flags. You usually want about 1/5 of your
team defending flags and the others either running for flags or covering the
flag runners. Also, this is pretty much the same concept as flagball, but your
team doesn't have to defend because both teams go for the same flag.
-Mountainous: 2/7 sniper
1/7 gunner
2/7 or 3/7 cqb
2/7 or 1/7 medic
-Urban: 1/7 sniper
2/7 gunner
2/7 cqb
2/7 medic
-C. Combat: 1/7 sniper
3/7 gunner
1/7 cqb
2/7 medic
Team Deathmatch: Probably the most popular game on Novaworld, in a Team Death-
match, players on team work together to get the highest score by killing their
opponents. This is a straight forward type of game where you just worry about
killing the other team more than they're killing yours. Even if it seems at
first that a team is winning because they occupy more PSP's, it doesn't mean
that they are leading the battle in kills. In truth, a team can maintain in 1
small area and still end up winning.
-Mountainous: 3/7 sniper
1/7 gunner
2/7 cqb
1/7 medic
-Urban: 1/7 sniper
3/7 gunner
1/7 cqb
2/7 medic
-C. Combat: 1/7 sniper
2/7 gunner
2/7 cqb
2/7 medic
Search & Destroy/Attack and Defend: Search and destroy is probably the least
common of the novaworld games played. If you're just starting out and you're
a cqb, this is a good starting point for destroying targets before you move
onto Attack & Defend. Search and destroy requires the skills of attacking &
defending at the same time. The Attack & Defend game type separates the teams
to either attack or defend. Unfortunately, I don't have a good loadout for
search & destroy maps as they tend to turn out various ways even with the
most bizarre loadouts.(Stacking on character types like 10 snipers on 12 plyr
team)
ATTACKING
---------
-Mountainous: 2/7 sniper
1/7 or 0/7 gunner
4/7 cqb
1/7 medic
-Urban: 1/7 sniper
2/7 gunner
3/7 cqb
1/7 medic
-C. Combat: 1/7 sniper
1/7 gunner
4/7 cqb
1/7 medic
DEFENDING
---------
-Mountainous: 2/7 sniper
2/7 gunner
1/7 cqb
2/7 medic
-Urban: 2/7 sniper
2/7 gunner
1/7 cqb
2/7 medic
-C. Combat: 1/7 sniper
3/7 gunner
2/7 cqb
1/7 medic
Team King of the hill: The object of this game is to gain the most time in an
area known as "the hot zone." The name of this game pretty much describes the
basic strategy your team should take: occupy an area or "hill" and defend it to
be the "Kings." A lot of people will choose crazy character types on this map
so try to make sure that they don't.
-Mountainous: 1/7 sniper
3/7 gunner
1/7 cqb
2/7 medic
-Urban: 1/7 sniper
2/7 gunner
1/7 cqb
3/7 medic
-C. Combat: 1/7 sniper
2/7 gunner
2/7 cqb
2/7 medic
===============================================================================
VIII.Talking with your team
----------------------------
Any good team player will tell you that communication is a key element.
Whether it's football, basketball, whatever. In this case, Delta Force: Black-
hawk down. There are 2 primary ways of communicating with your team: Emotes,
which are actions that your player does that your teammates will see, and the
basic team-talk system.
~Emotes~
There are 9 different emotes that you can do. They used to have the flip-
taunting emote but it got replaced by flexing because it could get you into
areas that cannot even be accessed by jumping. There are 9 different emotes:
salute, go forward, take cover, let's go, come this way, 2 celebration taunts,
playing dead and flex. You usually may not have the time to use emotes, but it
proves helpful when you can. Here's a list of what they do: (note: #'s match
the number that needs to be pressed when using emotes in game. And F9 is emote
list if you didn't know.)
1- Salute= A basic salute to the flag, it pretty much has no purpose in neither
directing or taunting.
2- Go forward= Player raises his arm and points in a forward direction. Use this
if it's ok for your team to go in this direction.
3- Take cover= You really can't do this if someone throws a grenade because you
won't have time, but you can use it if someone is manning a .50 cal and could
easily take out a team if they're unsuspecting. It also works if you know that
there's a claymore around a corner that your teammates don't in an attempt to
warn them.(usually doesn't work, but better safe than sorry)
4- Let's go= Player raises his arm in a circular motion signaling teammates
behind him/her to proceed forward. If you play for a squad and are selected to
lead, use this if it's time for your team to assault or ambush your opponents.
5- Come this way= Player looks behind and makes hand gestures signaling team
to go in your direction. Good if you know a safe or secret route that your
team may not.
6- Celebration 1= Celebrate the good times.
7- Celebration 2= Celebrate the good and even better times.
8- Play dead= You've got to be kidding around when you do something like this.
It does look really as though you're dying, even to the other team, but please
keep it off the field of battle.
9- Flex= Another Celebration. Yeah the flip was a lot better, but you know,
times change... Maybe they'll bring it back or something just as good.
~Team talk~
The primary and probably easiest way of communicating with your team. With
this you can tell your team anything you want: where the enemy is, what player
type you need, or just to brag about how you got the most kills last game;
anything that you can type. There are also set macros that you can put in like
"guard the base" or "cover me" using keys f1 through f10. I usually don't do
this because i can't remember what each one says, and i don't recommend it
anyway. And always remember to check the chat messages that turn up in green.
If it's in battle it's more than likely that a teammate is trying to tell his
team something important that you should follow out. Rarely will they ever lie
to you as that's just stupid.
-Always be nice. Well, it's ok every now and then to get mad at something as
nearly every gamer does. But please don't take it out on your teammates. It's
highly unsportsmanlike and you want to make friends before you make enemies.
-Don't forget to check your team talk messages often. (they show up green at
bottom left of screen) They'll hardly have time for topics not related to the
game, and most likely be important.
-Don't create too many side-conversations, as your team will check messages
for important things and you wouldn't want them to have to talk while in
battle.
-Don't scroll (type repeated messages) or type loads of crap. Everyone hates
that so why should you do it?
===============================================================================
IX.Advanced Strategies
----------------------
You know the basics, so now it's time for a few advanced strategies that help
just about any team. In this section I'll have some general strategies accomp-
anied by diagrams to help explain each.
~The room take down~
The traditional room clearing technique used by Delta Operatives and S.W.A.T
team agents is somewhat similar to the kind we use online. It's usually best
to have at least 1 gunner, 2 cqbs and a medic. (recommended minimum) This
diagram has a PSP in the middle of the room occupied by the other team. This
is a very common situation so i chose this. Here's a little diagram that can
help, with instructions on what to do:
Room Clearing
+----------------------------+
I I *[1]-----Gunners
I I *[2]-----CQB's
I I *[3]-----Medics
I +++++ I *{F}-----Throw flash here
I +PSP+ I *PSP-----The PSP
I +++++ I *C> / C<-Possible clays+
I {F} {F} I their facing direction
I (G) I *(G)-----Throw frag here
I I
I C>> <<C I
+----------- ------------+
[1] [2] [3] [2]
1: People line up outside door. The back CQB covers the back and throws a
smoke if necessary. Medic covers the sides also if necessary.
2: #1 man throws a frag while #2 man throws a flashbang and rushes in upon
explosion. (after the flash explosion only)
3: Gunner kills any enemies as he runs to touch PSP. The two CQBs go to the
upper left or right corners and medic stays just inside doorway. (CQBs go
to different corners)
4: #2 cqb(s) setup clays at doorways or PSPs.
~Humvee strafing run~
To do this you need to have a smoke set on the humvee, someone manning
the .50 caliber and some teammates with heavy guns behind. This is good
for launching an assault while creating a diversion. Keep in mind however,
it's very risky to the person in the Humvee. This proves effective when
having to invade a stronghold of some sort. Although the Gunner is the most
powerful person at the time, he's not going to do most of the killing.
+-------------------
I (E) I *(T)------Teammates; usually heavy
I Gunners.
I (E) *G--------Main gunner. (on .50 cal)
I *S--------Smoke trail (hide those
I { F } in it)
I +++++ *{F}------Throw flashbang here
I (E) + + *(E)------Possible enemies
I (E) I <<+ G +
+------------------- + +
+++++
/^\
/ S \
/ (T) \
/ (T) \
/ (T) \
/ (T) \
1: First, set up the smoke on the front of the humvee. (the person to use
the .50 cal should do this) Make sure you do this at least 70m back so the
smoke has time to release.
2: Get some teammates to trail behind the humvee. You should probably
have CQB's and at least 1 medic because they're the faster of the bunch.
3: When the Humvee's probably 30m away, run up, throw a flash, and get
back behind the smoke trail. Hopefully, the flash should detonate right
before the humvee is exposed.
4: The .50 caliber man fires at anyone he can get. Even if he dies, then
the other teammates can still rush and finish the job. If he doesn't,
then he should get out as soon as the humvee passes as so that he doesn't
get in anymore danger.
~Alley rushing~
Probably the toughest situation you'll have to deal with, alley rushing
is commonly used in Attack & Defend games where the defense is pinning
your team down and the only way through is through an alley. You're gonna
want to have a lot of gunners and medics if you hope to tackle the
situation. Here's pretty much a common alley and open space for the other
team.
(E) (E)
(E) C (G) C (E) Alley rush
==============+ +=====================
I (S) I
I I *(S)-----Throw smoke here
I I *(E)-----Possible enemies
I I *(G)-----Throw frag here
I (S) I *C-------Claymores
I I *[1]-----Gunner
I I *[2]-----CQBs
I I *[3]-----Medic
I I
==============+ +=====================
[2] [1] [3]
[1/2]
1: Teams split to cover two sides. Medic stays clear if other team tries
to throw grenade. Also keep back a gunner or CQB just in case.
2: Throw a smoke at the far end of the alley, then throw a grenade there
(or close) to disable any close enemies or claymores. (the enemies might
be revived anyway)
3: Throw a second smoke halfway through to cover your team from fire.
(Get CQB near wall corner for both smokes and gunner for frag)
4: Rush to about halfway point then lay prone. Medic should now stay
close.
5: Throw one more grenade using power bar to the end of the alley. They
probably set up another set of claymores and this should disable them.
6: It's time to rush in. Try to let the gunners or CQBS in front lead
and the CQB in the back cover them and the medic. Gunners run alongside wall
even past the corner to take out side enemies. At the same time, the
two in the back can take out the two that were in front of the alley.
If you need to destroy a target, then now's the time.
Well that's all the strategies i have for now. I'll get some later but
you guys can make them on your own anyway. You can even use minor
variations off these if you want to improvise as these are but the guidelines
for most strategies. Besides, these strategies are just in general. The
situations you may face will probably require a much different approach.
===============================================================================
X.Fleets
--------
There are many different kinds of fleets that a team can have. They can be
composed by any player type, even snipers. Fleets are a very good way to stop
the opposing team if they're advancing strongly on your team. You may want to
switch player types to make a good fleet work. Also, i only got a few general
fleets and I’ll try to add some later.
~Sniper fleets~
Work best usually on large-area scaled maps, Sniper fleets are usually 3-4
snipers who take a hill and snipe areas that are very popular to the enemy.
This is good usually when you want to lead the rest of your team to a certain
spot.
I recommend you have maybe 3 m21's or barret light's and one long range
sniper to cover your crew. If necessary, you may want to include a medic to
protect behind you as they are very vulnerable from behind, and heal or
revive them if they get shot down.
~Gunner fleets~
Probably the most powerful of all fleets, gunner fleets can easily over-
whelm the other team if there's more than 10 gunners on a team.(Regardless
of game size) What makes them even more dangerous is when they're all in a
single area. If your team has this type of fleet, then you may also want to
have a few medics to accompany them. But even without the medics, the
opposing team is looking at a force a .50 caliber probably couldn't stop.
~Medic fleets~
Not such a good idea, but since they have the ability to heal each other,
the other team is going to be in for a very long battle. It's not
recommended because medics are very weak, however. In some situations, your
team can still come back with a fleet of medics. Since they're fast and
have fast-firing weapons, it makes it even harder to defeat them. The only
real chance you get is to explode them all, or get a headshot on them.
If you do use a medic, fleet, flashbang the battle area multiple times so
it's not as hard for your team to take out the more powerful enemies. If in
a close-combat situation, don't rush in all at once. Try to split up even
your fleet into different groups.
That's all I got for now. I Didn't really want to include CQB fleets
because they usually won't travel in fleets anyway, and they use different
weapons and fighting styles.
===============================================================================
XI.Future updates
-----------------
Right now i don't have any future updates planned as this took up a lot of my
time and would take even more revising it. If people email me for and update,
then it may happen.
===============================================================================
XII.Version Information
-----------------------
Version 1.0: Vehicle, weapon, game type coverage. Multiplayer/few single player
strategies for online play. Team communication strategies. Spell-checked FAQ.
===============================================================================
XIII.Contact
------------
If you guys need anything, my AOL email address is
[email protected]. You can
also talk to me in the game if you want. My only player is Sinow-Gold (MAJ) at
the time. Every now and then i'll go to post on the gamefaqs message board for
this game.
===============================================================================
XIV.Legal Information
---------------------
This guide is restricted to private use only, and is not to be distributed to
the public without permission. Permission is required for this to be
distributed to any website. Use of this guide on any other web site or as a
part of any public display is strictly prohibited, and a violation of copyright.
At the present time,
http://www.gamefaqs.com/ is the only site that can use
this FAQ.
All copyrighted material are those of their respective copyright owners.
===============================================================================
XV.Credits: give credit where credit is due
----------
Novalogic- for making such a great game in both single and multiplayer.
People of gamefaqs- for helping me compose many aspects of this FAQ.
Gamefaqs.com- for allowing me to distribute my first written FAQ.
Players- for die-hard Delta Force gamers who were the inspiration for this
FAQ.
Darkmoon- Helping me revise my FAQ
FIN.
===============================================================================
Copyright Jordan Gooden 2003